Faster feats - keeping them from getting out of hand

Tinkering with this for my River of Worlds campaign:

[sblock=Faster Feats]
  • Instead of the standard feat progressions, all PCs receive 1 feat/level EXCEPT LEVELS AT WHICH YOU GAIN A BONUS ABILITY POINT.
  • One third of your feat picks (round down) must be from a list of background feats appropriate to your character (see below).

This results in a feat distribution as follows:
Code:
[b]       total
[u]level  feats  open  background[/u][/b]
1        1      1       0
2        2      1       1
3        3      2       1
4        3      2       1
[u]5        4      2       1    [/u]
6        5      3       1
7        6      4       2
8        6      4       2
9        7      4       2
[u]10       8      5       2    [/u]
11       9      6       3
12       9      6       3
13       10     6       3
14       11     7       3
[u]15       12     8       4    [/u]
16       12     8       4
17       13     8       4
18       14     9       4
19       15     10      5
20       15     10      5
[/sblock]
 
Last edited:

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Massaging around Andy's list for my own purposes:

Background Feats

Background Feats may be chosen in any or all of the following categories:

[sblock=Racial Feats]
A character has access to a list of feats appropriate to their race as listed below. If playing a race not on this list, please consult with the DM.

[sblock=Aasimar]
  • Alertness: +2 Listen and Spot.
  • Celestial Heritage: +4 saves vs. disease, +1 saves vs. evil. (PlH)
  • Devoted Tracker: Paladin/ranger multiclass (CV)
  • Discipline: +1 Will saves; +2 Concentration. (FRCS)
  • Improved Initiative: +4 initiative.
  • Iron Will: +2 Will saves.
  • Pure Soul: +4 to saves to resist Taint.
  • Quick Reconnoiter: +2 Init, Spot/Listen as free actions. (CV)
  • Appropriate feats from Aasimar & Tiefling (Green Ronin)
  • Appropriate feats from Races of Destiny (WotC)
[/sblock]

[sblock=Dragonblood]
  • x Bloodline of Fire: +4 on saves vs. fire; +1 DC on fire-based sorcerer spells. (FRCS)
  • Draconic Heritage: Gain class skill; bonus on saves vs. sleep, paralysis, energy. (CA)
  • Great Fortitude: +2 Fort saves.
  • Iron Will: +2 Will saves.
  • Lightning Reflexes: +2 Ref saves.
  • Magical Aptitude: +2 Spellcraft and Use Magic Device.
  • x Magical Training: cast dancing lights, daze, mage hand each 1/day. (FRCS)
  • Appropriate feats from Aasimar & Tiefling (Green Ronin)
  • Appropriate feats from Races of Destiny (WotC)
[/sblock]

[sblock=Dwarf]
  • Bullheaded: +1 Will saves; +2 Intimidate. (FRCS)
  • Deft Hands: +2 Sleight of Hand and Rope Use.
  • Dwarven Armor Proficiency: Proficient with all dwarven exotic armors. (RoS)
  • Great Fortitude: +2 Fort saves.
  • Heavy Armor Proficiency: Proficient with heavy armors.
  • ? Improved Weapon Familiarity: Racial weapons are martial. (CW)
  • Nimble Fingers: +2 Disable Device and Open Lock.
  • Skill Focus: +3 to any Craft skill.
  • Appropriate feats from Hammer & Helm (Green Ronin)
  • Appropriate feats from Advanced Race Codex: Dwarves (Green Ronin)
  • Appropriate feats from Races of Stone (WotC)
[/sblock]

[sblock=Elf]
  • Agile: +2 Balance and Escape Artist.
  • Alertness: +2 Listen and Spot.
  • Animal Affinity: +2 Handle Animal and Ride.
  • x Discipline: +1 Will saves; +2 Concentration. (FRCS)
  • Improved Weapon Familiarity: Racial weapons are martial. (CW)
  • Lightfeet: Don't leave tracks. (RW)
  • Magic of the Land: Spells heal damage. (RW)
  • x Treefriend: +2 Climb, and Survival in the forest. (SS)
  • x Treetopper: +2 Climb, keep Dex bonus when climbing. (FRCS)
  • x Unquenchable Flame of Life: +2 bonus on saves vs. undead atks. (LM)
  • Appropriate feats from Hammer & Helm (Green Ronin)
  • Appropriate feats from Advanced Race Codex: Elves (Green Ronin)
  • Appropriate feats from Races of the Wild (WotC)
[/sblock]

[sblock=Gnome]
  • x Artist: +2 Perform, Craft (any one art-related). (FRCS)
  • Burrow Friend: +2 Handle Animal, wild empathy with burrowing mammals. (RS)
  • Diligent: +2 Appraise and Decipher Script.
  • x Education: Knowledge skills are class skills; +2 on two Knowledge. (FRCS)
  • Improved Weapon Familiarity: Racial weapons are martial. (CW)
  • x Peak Hopper: +2 Balance and Climb. (SS)
  • Piercing Sight: +4 Will saves to see through illusions. (RoS)
  • Skill Focus: +3 on any one Knowledge skill.
  • Trivial Knowledge: Roll twice for Knowledge, bardic knowledge checks. (RS)
  • Appropriate feats from Advanced Race Codex: Gnomes (Green Ronin)
  • Appropriate feats from Races of Stone (WotC)
[/sblock]

[sblock=Halfling]
  • Acrobatic: +2 Jump and Tumble.
  • Agile: +2 Balance and Escape Artist.
  • Agile Athlete: Use Dex for Climb & Jump checks. (RW)
  • Dash: +5 to speed. (CW)
  • x Grass Trekker: +2 Jump; no Fort save for forced march until after 12 hours. (SS)
  • ? Improved Weapon Familiarity: Racial weapons are martial. (CW)
  • Underfoot Combat: Enter creature's space. (RW)
  • Appropriate feats from Races of the Wild (WotC).
[/sblock]

[sblock=Half-Elf]
  • Athletic: +2 Climb and Swim.
  • Complementary Insight: Skill synergies give +3 bonus. (RD)
  • Endurance: +4 on checks/saves to resist nonlethal damage.
  • Force of Personality: Use Cha for Will saves. (CV)
  • Investigator: +2 Gather Info and Search.
  • Negotiator: +2 Diplomacy and Sense Motive.
  • Sociable Personality: Reroll Diplomacy & Gather Info checks. (RD)
  • x Survivor: +1 Fort, +2 Survival. (FRCS)
  • Appropriate feats from Bastards and Bloodline (Green Ronin)
  • Appropriate feats from Races of Destiny (WotC)
[/sblock]

[sblock=Half-Orc]
  • Channeled Rage: Use rage to improve Will saves. (RD)
  • Endurance: +4 on checks/saves to resist nonlethal damage.
  • Menacing Demeanor: +4 Intimidate. (RD)
  • Reckless Offense: Take -4 AC for +2 attack. (XPH)
  • x Resist Poison: +4 saves vs. poison. (FRCS)
  • Toughness: +3 hp. - replace with improved toughness???
  • ? Thug: +2 initiative, +2 Intimidate. (where is this from???)
  • Appropriate feats from Bastards and Bloodline (Green Ronin)
  • Appropriate feats from Races of Destiny (WotC)
[/sblock]

[sblock=Human]
  • Cosmopolitan: Make one skill class skill and gain+2 on checks with that skill.
  • Jack of All Trades: Use untrained skills as trained. (CV)
  • Open Minded: Gain 5 skill points. (CV)
  • Skill Focus: +3 on any one skill.
  • Appropriate feats from Races of Destiny (WotC)
[/sblock]

[sblock=Tiefling]
  • Deceitful: +2 Disguise and Forgery.
  • Fiendish Heritage: +4 saves vs. poison, +1 saves vs. good. (PlH)
  • Lightning Reflexes: +2 Ref saves.
  • Persuasive: +2 Bluff and Intimidate.
  • Stealthy: +2 Hide and Move Silently.
  • ? Street Smart: +2 Bluff and Gather Info.
  • Appropriate feats from Aasimar & Tiefling (Green Ronin)
  • Appropriate feats from Races of Destiny (WotC)
[/sblock]
[/sblock]

[sblock=Origin Feats]
  • Any origin feat may be taken by the character as a background feat at 1st level. See the section on origin feats.
  • A character with an origin feat may take any bonus feat listed in the origina feat listing as a background feat.
[/sblock]

[sblock=Planar Feats]
Any character with a planar origin feat or who has visited another plane, AND who has 1 or more ranks in knowledge planes, may take approved feats (see below) from the planar supplements:
  • Planar Handbook (WotC)
  • Aasimar & Tiefling (Green Ronin)
  • Faction member feats and other feats from Classic Play: Book of the Planes (Mongoose)
  • Portals & Planes (FFG)
[/sblock]

[sblock=Seafarer Feats]
A character with one of more ranks in profession (sailor) may take any approved feats from the following seafaring supplements:
  • Stormwrack (WotC)
  • Seas of Blood (Mongoose)
[/sblock]

"Approved feats":
The preceeding section discusses approved feats from supplements. These are feats in the supplement with no prerequisite feats other than ones in the Core Rules (PHB and DMG). The DM may futher allow or restrict feats on a case by case basis.
 

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