Edena_of_Neith said:
(genuinely curious)
Sniffles, how do you handle Feats in your game, then?
How many do you allow your players to take?
Well, it's not "my" game in the sense that I'm just another player, not the GM - I've only dabbled my toes in the GM pool a couple of times.
But to answer your question, my friend just feels that the RAW doesn't allow enough feats, so he's decided to allow PCs in his game to have more feats than would normally be allowable. He really hasn't set a specific number; he just told us to pick things we thought would add to the flavor of the characters. If anyone got carried away he would tell that player to trim the list a bit. He did restrict most of the feats to things that don't add to combat abilities, so they are predominantly skill feats or other types of enhancements. Our characters are supposed to be blessed by their patron deity, which accounts for part of that. He also allowed us each to randomly take a Heroic Path from the
Midnight setting (an OGL product, not D&D), which gives us each a string of extra feats and special abilities in addition to our class abilities. I think my 4th-level bard has about 10 feats, not including the stuff from the Heroic Path. So I guess some people might consider that character pretty munchkined.
That's a pretty extreme way of making a PC, at least in my experience. The other GMs I regularly game with don't allow such bending of the rules. Getting back to my 10th-level fighter, who's made with a fairly strict interpretation of the rules, here's a writeup of his abilities, skills, feats, and equipment:
*Note: this character was created using the dice-roll method, but the GM allowed us to roll 5d6 for 2 ability scores, and we were permitted to apply the results in whatever order we chose.*
Telemnar, male sun elf (Forgotten Realms), level 10 (fighter 8/Tempest 2)
STR 18 (+4), DEX 17 (+3), CON 14 (+2), INT 12 (+1), WIS 15 (+2), CHA 12 (+1)
FORT +11, REF +5, WILL +4, BAB +10/+5 (melee +14, ranged +13)
AC 18 (touch 13, flatfooted 14) HP 88, Initiative +3, speed 30'
Armor & weapons:
+3 goblin-bane longsword +15/+10, dmg. 1d8+4 (+2d6 vs. goblins)
+1 shortsword +15/+10, dmg. 1d6+2
Compound longbow +13/+8, dmg. 1d8+4
+1 Chain shirt
Class Skills: Balance +3, Climb* +6,
Diplomacy +2, Handle Animal +9, Intimidate +5, Jump* +7,
Knowledge (religion) +1, Profession (horse trainer) +8, Ride +13, Swim* +4, Tumble* +3 *physical skills not modified for encumbrance*
skills in italics are not class skills - I'm preparing him for another prestige class
Feats/special abilities:
Quick Draw, Animal Affinity, Two-Weapon Fighting, Weapon Focus (longsword), Mounted Combat, Dodge, Mobility, Spring Attack, Improved Two-Weapon Fighting,
Tempest Defense,
Ambidexterity, elven racial abilities
Magic items (other than armor/weapons):
Locket +2 vs. fear and emotion control, potion of
silversheen, potion of
bull's strength,
everburning coin, potion of
cure light wounds, potion of
cure moderate wounds
Aratan, light warhorse
STR 15 (+2), DEX 14 (+2), CON 18 (+4), INT 2 (-4), WIS 13 (+1), CHA 6 (-2)
FORT +10, REF +5, WILL +3, BAB +4, AC 14, HP 43, Initiative +1, speed 65'
Hooves (x2) +4, dmg 1d4+2; Bite -1, dmg 1d3+1
Listen +6, Spot +6
Special abilities: Scent
Tricks: Attack, Come, Defend, Down, Guard, Heel
Elven saddle (+2 to Ride)
Hope this contains some useful information for you, Edena.
